“Phong Tessellation”
Conference:
Type(s):
Title:
- Phong Tessellation
Session/Category Title: Reflectance & subdivision
Presenter(s)/Author(s):
Abstract:
Modern 3D engines used in real-time applications provide shading that hides the lack of higher order continuity inside the shapes using modulated normals, textures, and tone-mapping — artifacts remain only on interior contours and silhouettes if the surface geometry is not smooth. The basic idea in this paper is to apply a purely local refinement strategy that inflates the geometry enough to avoid these artifacts. Our technique is a geometric version of Phong normal interpolation, not applied on normals but on the vertex positions. We call this strategy Phong Tessellation.
References:
1. Boubekeur, T., and Schlick, C. 2005. Generic mesh refinement on GPU. In Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware, 99–104. Google Scholar
2. Boubekeur, T., and Schlick, C. 2005. Scalar tagged PN triangles. In Proceedings of Eurographics 2005 (short papers), 17–20.Google Scholar
3. Boubekeur, T., and Schlick, C. 2007. QAS: Real-time quadratic approximation of subdivision surfaces. In Proceedings of Pacific Graphics 2007, 453–456. Google Scholar
4. Boubekeur, T., and Schlick, C. 2008. A flexible kernel for adaptive mesh refinement on GPU. Computer Graphics Forum 27, 1, 102–114.Google ScholarCross Ref
5. Dyken, C, Reimers, M., and Seland, J. 2008. Realtime GPU silhouette refinement using adaptively blended bezier patches. Comp. Graph. Forum 27, 1, 1–12.Google ScholarCross Ref
6. Gouraud, H. 1971. Continuous shading of curved surfaces. IEEE Transactions on Computers 20, 6, 623–628. Google ScholarDigital Library
7. Guthe, M., Balzs, and Klein, R. 2005. GPU-based trimming and tessellation of nurbs and t-spline surfaces. In Proceedigns of ACMSIGGRAPH, 1016–1023. Google Scholar
8. Loop, C, and Schaefer, S. 2008. Approximating catmull-clark subdivision surfaces with bicubic patches. ACM Transaction on Graphics 27, 1, 1–8. Google ScholarDigital Library
9. Loop, C. 1987. Smooth subdivisions surfaces based on triangles. Master’s thesis, University of Utah.Google Scholar
10. Max, N. 1989. Smooth appearance for polygonal surfaces. The Visual Computer 5, 3 (Mai), 160–173.Google ScholarCross Ref
11. Phong, B. T. 1975. Illumination for computer generated pictures. Comm. ACM 18, 6 (June), 311–317. Google ScholarDigital Library
12. Sander, P., Gu, X., Gortler, S., Hoppe, H., and Snyder, J. 2000. Silhouette clipping. In Proceedings of ACM SIGGRAPH, 327–334. Google Scholar
13. Shiue, L.-J., Jones, I., and Peters, J. 2005. A realtime GPU subdivision kernel. In Proceedings of ACM SIGGRAPH, 1010–1015. Google Scholar
14. van Overveld, C. W. A. M., and Wyvill, B. 1997. Phong normal interpolation revisited. ACM Transaction on Graphics 16, 4, 397–419. Google ScholarDigital Library
15. Vlachos, A., Peters, J., Boyd, C., and Mitchell, J. 2001. Curved PN triangles. In Proceedings of ACM Symposium on Interactive 3D, 159–166. Google Scholar
16. Zorin, D., Schroeder, P., and Sweldens, W. 1996. Interpolating subdivision for meshes with arbitrary topology. In Proceedings of ACM SIGGRAPH, 189–192. Google Scholar


